Not sure what you mean by an RPG perspective, but mechanically conjurer is often considered the strongest choice. With divination as opposing school they don't lose out on a whole lot of essential spells (True Seeing is good, but can be compensated for in other ways).
There's also something to be said for wild mages - great potential with nahal's reckless dweomer, but obviously it depends on how predictable/reliable you prefer your casting to be.
I quite like gnomist Illusionist multiclasses, if only for the combination of a multi with bonus spells. The only loss that really hurts is Abi-Dalzim's Horrid Wilting. But that does hurt quite a lot.
I'd go for Conjurer as well. As long as you have other ways to identify your items and detect invisibillity you don't miss anything. Divination is the weakest spell-school.
Losing horrid wilting is ok on a fighter illusionist since most of your damage comes in melee anyway. It's not so hot for the other combinations though, as you lose out on chain contingency ADHW x3 which is a huge punch...
Hmhmm... I don't play conjurer because well, it's the best choice indeed.
However, I really like the necromancer - but there's sooo much evil around that class. So I don't play that either.
Hence, left me with the transmuter mage. Losing the abjurer school hurt quite a bit, but again, many transmutation spells gives the same thing or some sort of protection.
But what are the best type of spells in the game? My first thought was the spells that hinder enemies or perhaps helping allies rather than dealing direct damage.
All those abjuration school defenses are pretty nice. If you haven't you should give them a try sometime. Spell immunity can block a lot of nasty effects like dispel and imprisonment. Protection from magic weapons will stop almost any weapon. And abjuration contains most of the spell breakers, very useful when fighting a mage...
I know, but I rather roleplay my mage than anything else. Both Conjurer and Necromancer are quite evil/ill-tempered. I want to play some good or neutral wizard archetype :P
Haha, well for roleplay diviner is my favorite. I just like knowing things and this gives me an excuse to use all my outside knowledge. If I have to reload I pretend it was a premonition
I know, but I rather roleplay my mage than anything else. Both Conjurer and Necromancer are quite evil/ill-tempered. I want to play some good or neutral wizard archetype :P
There are so many options:
Illusionist - Seeing is believing. Just looking at the circus quest should give you RP ideas.
Wild Mage - Chaos and chance incarnate. Are you a gambler or borderline crazy?
Enchanter/Enchantress - Charm is a weapon. Force is so barbican, use persuasion (and magic).
Abjurer - One who protects. You could be a pacifist or a knightly protector.
Also Conjurers don't need to be evil. You could be more of an arcane Druid. Just look at Gandalf always casting animal summoning to have eagles bail him out
*sigh* I could spend my next 3 playthroughs just on mages...
Comments
There's also something to be said for wild mages - great potential with nahal's reckless dweomer, but obviously it depends on how predictable/reliable you prefer your casting to be.
Invoker loses more spells than Conjurer, but they are enchantement ones. (And I think the only one I truly regret is Greater Malison).
I feel like I can go through the game better without those spells than without True Sight and Oracle.
Then again, I guess it depends on what kind of spells you like to cast.
RPG-wise, it's all down to what you think is most interesting. Gnome illusionist would get my vote.
Horrid Wilting is the much worse loss.
However, I really like the necromancer - but there's sooo much evil around that class. So I don't play that either.
Hence, left me with the transmuter mage. Losing the abjurer school hurt quite a bit, but again, many transmutation spells gives the same thing or some sort of protection.
But what are the best type of spells in the game? My first thought was the spells that hinder enemies or perhaps helping allies rather than dealing direct damage.
http://forum.baldursgate.com/discussion/27658/most-difficult-mage-solo/p1
Illusionist - Seeing is believing. Just looking at the circus quest should give you RP ideas.
Wild Mage - Chaos and chance incarnate. Are you a gambler or borderline crazy?
Enchanter/Enchantress - Charm is a weapon. Force is so barbican, use persuasion (and magic).
Abjurer - One who protects. You could be a pacifist or a knightly protector.
Also Conjurers don't need to be evil. You could be more of an arcane Druid. Just look at Gandalf always casting animal summoning to have eagles bail him out
*sigh* I could spend my next 3 playthroughs just on mages...